The Ogris is a Grineer rocket launcher unlockable through Chem Lab Research in the Dojo. A slower projectile version of this is used by the Bombard, though the homing ability isn't present in the ClanTech version.
|Time: 24 hr|
|Market Price: N/A||Blueprint Price: 15,000|
|Chem Lab Research Requirements|
|Time: 72 hr|
|Ghost x1 Shadow x3 Storm x10 Mountain x35 Moon x100|
This weapon deals primarily Blast damage.
- Extremely high AoE Damage.
- 6m AoE dealing 500 Blast damage.
- Both radius and damage can be increased with mods.
- Can be fired while sprinting.
- Moderately fast reload speed.
- Effective at killing enemies behind cover.
- Slow fire rate tends to make recoil irrelevant.
- Can be modded with Elemental damage to greatly increase effectiveness, debuffing enemies in the rare event that it doesn't kill them outright. See 'General Strategy.'
- Deals a third of its total damage (including elemental damage and effects if they proc) to the user if the rocket detonates too close, making the Ogris very dangerous and ill-suited for close range combat.
- Can explode on teammates, which can cause lethal self-damage.
- Clumsy against large crowds of fast-moving enemies such as the Infested.
- Has to be charged before it can fire.
- One of the lowest rates of fire in the game.
- Easy to jam trigger (see notes).
- Blast damage is less efficient against armor.
- Enemies can destroy the rockets with gunfire.
- Slow projectile speed.
- Optimal use relies heavily on proper positioning.
- Enemy bodies will block AoE damage from hitting enemies behind.
- Draws ammo from the Sniper ammo pool.
- Lowest max ammo of all primary weapons.
- Tied with Penta.
- Low critical chance.
- See Category:Ogris Build to see how players mod this weapon.
- See Category:Ogris Guides for guides on how to use this weapon effectively.
- For more general help with weapons, you may wish to browse Category:Weapon Guides.
Like the creature for which it is named, the Ogris is slow but immensely powerful. With mods, this gun dishes out the highest damage numbers in the game over large areas of effect, making it extremely useful against every faction. However, using the Ogris well requires proper positioning and timing, especially against faster enemies such as Corpus Prod Crewmen, Grineer Butchers, or Infested foes. As such, it is a good idea to pair the Ogris with a powerful sidearm and/or melee weapon.
In addition to other damage mods, it is recommended to plan mods out depending on the faction the player is planning to fight - Radiation damage for the Grineer, Magnetic damage for the Corpus, and Corrosive damage for Infested/Corrupted. This will cause the Ogris to debuff enemies in the rare circumstance that it does not kill them outright.
However, with this greatly increased damage comes greatly increased risk to the user. Players should be extremely careful about where they fire the rocket, or they can easily kill themselves with their own gun. Because of this, it is recommended to find a good spot, preferably high up with a view of the map, from which to rain death on foes from above.
- Allies and the user's Sentinel do not take damage from the rockets.
- Rockets fired from the Ogris will not pass through allies and can result in serious injury or death to the user if they are too close.
- Physical damage is dealt from the rocket itself and the explosion deals only the elemental damage applied to the weapon.
- Does not 'home-into' targets as seen on the Grineer Bombard's Ogris.
- Some players can find the Ogris difficult to use when fighting against a faction predominantly numbered with melee units, such as the Infested, as the risk of self-harm is more prevalent around melee units.
- Landing on feet as well as rolling will interrupt charge, while sprinting, sliding and landing with a slide does not.
- Pressing reload while holding charge will cancel the charge and reload the weapon if the magazine is not full. Otherwise, it will only cancel the charge. This is also true for Lanka, Ballistica, Opticor and Drakgoon.
- Causes the same lighting effect as shooting an explosive barrel upon impact.
- Prior to Update 13, rockets from the Ogris were unable to pass through Volt's Electric Shield, instead they would collide with the shield and explode.
- The actual rocket is the part that deals the critical hit, not the AoE explosion.
- The explosions of the Ogris rockets can be unreliable, as it sometimes deals no damage on its AoE despite of the proper shot. (Bug or player error.)
- In the Color Customization, the energy of the Ogris can be seen by the two lights appearing at the back of the weapon when fully charged.
- Even though the player-usable Ogris and the Grineer Bombard's Ogris are technically the same weapon, the two have different sound-effects, travel-time and firing mechanics - one is a slow, homing missile while the other is a fast-travelling rocket that only travels in a straight line.
- When charging, smoke can be seen coming off. This may be a process of activating the explosive detonite mixture.
- Strangely enough for an explosive, this weapon does not cause enemies to gib heavily, even on direct hits to their weakspots.
- The Ogris's model was changed significantly in Update 16. Prior to that, it used a simpler, box-shaped model. The old Ogris model received several graphical updates before it was replaced outright;
- Prior to Update 8.1.3, the only indicator of the charge-up time was the noise, which was often difficult to hear in the middle of chaotic firefights and usually led to jamming.
- The charging indicator light changes color based on the map tile. For example, on asteroid bases, the light is reddish in color, and on Grineer ships, the light is completely white.
- Prior to Update 9.5, the Ogris used the same reloading animation as most other rifles, which resulted in the player appearing to empty a non-existing magazine and slapping the bottom of the weapon.
- The Ogris is one of the weapons that has a non-static model, as its knobs at its back turn while reloading.
- The old Ogris model humorously had the words "BIG HURT F43" written in Grineer on both sides. This is odd considering it is a clan-made version and not a direct copy of the ones used by the Grineer.
- Prior to Update 8.1.3, the only indicator of the charge-up time was the noise, which was often difficult to hear in the middle of chaotic firefights and usually led to jamming.
- Decreasing the charge time of the Ogris using fire rate mods will increase the pitch of the charging sound as well.
- Firing at a reactor in Sabotage missions does not destroy any of the vials attached.
- Firing at Lephantis does not deal explosive damage to the targeted area (only the damage of the projectile impact is counted).
- This weapon is treated as a silent weapon.
- When caught in your own AoE blast, any elemental mods will not inflict damage nor effects but visual effects will still apply (possible bug).
- Reloading while charging the Ogris will turn the reload bar red (same as the charge bar) rather than its default colour.
- Lag affects the time between pressing the fire button and the actual rocket appearing. This can have a significant negative impact on DPS.
- Canceling a fully charged Ogris with the reload button (whether or not you actually reload) will not cause the "charged" light to turn off, requiring you to use the reticule and sound to determine when the next shot is charged.
- Rockets may sometimes randomly explode in midair without dealing any damage, despite the fact nobody is shooting the rockets.
- Occasionally, when the user is caught in the explosion midair, the user will perform an Edge Grab animation.
- Firing a rocket whilst in a forward mid-air slide can also cause this.
- This may be related to the fact that the rockets are treated as surfaces. Because of this, it is possible to grapple onto them using Rip Line.
- All "charge weapons" (guns) are capable of holding their charge during a sprint, and as long as the user starts the charge, they are able to finish charging while they are still sprinting. This allows for more mobility to the user such as charging their weapon in cover, then run into the room and to unleash their first shot at first sight at the enemy immediately.
- Using elevators and opening coop doors also does not cancel the charge, however hacking consoles and opening lockers will.
- Sliding when you are about to hit the ground (from any height) is very useful for keeping your charge instead of losing it by rolling.
- While wall running will not cancel the charge, edge grabbing will.
- Pressing reload during a charge will cancel it regardless of ammo remaining.
- Enemy bullets can cause the Ogris' Rockets to explode prematurely. Consider:
- Firing indirectly at your target (shooting the ground/walls around them)
- Waiting for the enemy to stop firing before you release your rocket.
- AoE effects such as the Napalm's hazards can also destroy rockets.
- Using the Speed Trigger mod can greatly decrease down-time for this weapon.
- Affects both Charge time and attack speed but missile speed is unaffected.
- Consider the enemy factions:
- The Grineer have a mix of large crowds and dangerous heavy enemies that cannot be ignored. Both are equally dangerous; either picking off tougher enemies first or clearing groups first are both valid options with priorities depending on the situation at hand.
- Grineer Shield Lancers can block the impact of the Ogris only, but they'll take the full damage of the explosion that comes after this impact.
- On the other hand, the Infested move very quickly and are not always grouped for easy crowd-kills. Very often you will have a few enemies blocking rockets with their speed for their swarming allies. Against the Infested focus on killing heavy units first, especially Disruptor and Toxic Ancients, and then clean up the remainder.
- Three or more team members using the Infested Impedance aura can increase the efficiency by slowing them down enough to where you can fire with ease.
- Firestorm can be considered a damage multiplier as it increases the effective area of the explosion. As damage gets stronger closer to the epicenter of the explosion extending the range of the explosion also increases the effective damage area(s). Also, a combination with mid/high rank Heavy Caliber and Split Chamber increase its effectiveness because each of separated missile will travel to different spot, resulting in wider area of explosion radius and more multikills. This combination is extremely effective in Endless Defense Mission such as Orokin Derelict Defense (ODD) and Wave Defense Mission such as Orokin Void Defense (ODV).
- Having a sentinel with a Guardian mod will come in handy when taking too much damage from the rockets.
Suicidal Damage EvasionEdit
- Carry a close-ranged sidearm when using the Ogris.
- Consider using the Kestrel melee weapon as it's ranged charge attack can be used to push a nearby enemy away, allowing you to use your Ogris to kill it. This is usually faster than changing to your secondary and back (The Kestrel is unique among thrown melee weapons in this respect as it will "push" or ragdoll enemies with its charge attack).
- Evaluate the risk of massive self-damage before engaging enemies at close-range with this weapon.
- Be wary of passing players and enemies when lining a shot up. Mistimed shots could result in a close proximity explosion dealing damage to yourself.
- Consider telling your team members to avoid standing / moving in front of you to prevent a self-incapacitation or simply stand where players would not normally pass in front of you such as a ledge or on top of a box.
- When using this weapon at close range jumping back usually brings you outside of the blast radius.
- When rushed by the enemy fire an intercept shot behind them and let the AOE catch them; an adjacent wall or ceiling target is ideal to reduce the chance of accidentally hitting the oncoming mob.
- If your defensive position inside a snow globe is overrun consider exiting the globe and shooting it (from a safe distance); the rocket will impact on the globe but the blast will penetrate and damage those within the blast radius as normal.
AoE Mechanic TipsEdit
This section is for those of you who do not know how to use a rocket launchers' AoE effect against multiple targets.
- The closer the target is to the epicenter of the explosion the more damage it will take; Firestorm can be considered a damage modifier mod as it extends the effective AoE.
- Due to the nature of the Ogris's charging time, projectile travel time, and explosive properties, try to plan where you want the rockets to hit before firing.
- If you are caught in a situation where you must engage enemies where you will be within blast radius, charge a rocket and then dive backwards while firing. This will reduce the chances of an accident.
- The AoE blast can be useful for taking out enemies behind cover. Aiming at a nearby wall or patch of floor situated behind them will render their cover useless.
- An enemy's hitbox can provide cover for those behind it. Aim at the middle of the ground when attacking incoming groups.
- Firing from higher elevations makes greater use of its AoE damage.
- Firing at an Artic Eximus with a "snow globe" will usually kill the Eximus
As of Update 9.7, Punch Through (formerly Puncture) now works with the Ogris. While rockets do not explode when they punch through, they will still deal the impact damage shown in the infobox (not the 500 AoE damage).
If the punch through distance does not exceed that of the object the projectile initially makes contact with, the rocket will explode immediately inside the target, dealing no radius damage at all. As such it is important to adjust your Punch Through level.
Punch Through TipsEdit
- Punch through can be used as a safety net as rockets can pass through other players.
- Using walls to blow up rockets to use splash damage may not work all the time, as your rocket may decide to punch through the targeted object.
- Punch through may not be completely reliable for projectile weapons (does not work all the time), so the risk for self-harm is still present.
As of Update 10.4, Heavy Caliber's accuracy reduction makes rockets spread.
- Heavy Caliber is a straight up damage multiplier that decreases accuracy to a terrible point. Even shooting a mid-range targets will have the risk of completely missing.
Heavy Caliber CombinationsEdit
- Split Chamber gives the Ogris another rocket that lands in a different location due to the accuracy debuff from Heavy Caliber.
- Firestorm when coupled with Split Chamber is especially effective as it increases the overall effective range of the Ogris as well as the damage dealt from each individual explosion.
- Shred's punch through is somewhat negated with Heavy Caliber as the rockets no longer land in the same spot as one another. This means even if one rocket passes through an enemy and does not blow up the other rocket will still have a chance of blowing up.
The Ogris synergizes well with the following frames:
While Sonar can amplify the burst damage output of the projectile, it can be unreliable. The damage done by the Ogris rocket's explosion will always be dealt to the torso, regardless of where the rocket hits. This means that the explosion will not receive the bonus unless Sonar places the weakspot on the enemy's torso.
- This can be rectified with Resonance as it allows more weakspots to be generated, thus increasing the likelihood that one weakspot ends up on the torso.
Banshee's Sonic Boom can push away enemies if they are too close, allowing the user to then follow up with a rocket.
Radial Blind can be used to disorient and create distance away from groups of enemies to allow for another rocket shot.
Frost has three abilities that synergize with the Ogris:
- Stunning an enemy with Freeze and then firing a rocket directly at the weakpoint is an effective way to assassinate tougher enemies. This rarely happens if you are in a party due to the nature of Freeze.
- Slowing a line of enemies with Ice Wave can make it fairly easy to clear the wave, assuming that your positioning is good.
- Snow Globe can allow Frost to shoot at enemies from variable heights and distances within the snow globe with little disruption or danger of return fire. Try using a smaller globe to avoid blocking your team's (and in some cases, your own) line of sight.
Using Cataclysm and Rift Walk, Limbo can lock down a given area through constant bombardment while Limbo remains immune to any incoming damage. This strategy can be further improved with Rift Surge (along with Rift Torrent, if the player desires).
- Irradiating Disarm can also be used to group enemies up, but its short duration (compared to Chaos) means that there is a shorter window of opportunity for enemies to bunch up.
- Bullet Attractor can make aiming much easier as rockets will fly towards your target
Hall of Mirrors produces 4 clones of your warframe around you, greatly enhancing your damage output
- Should one of the clones trigger an explosion next to you, you won't receive damage from it.
- The clones do not obstruct your line of fire, you will fire through them if they happen to be between you and your target.
- Since the clones stand around you, the total explosion radius gets significantly increased.
- This is further enchanced by the use of Firestorm which increases the blast radius of each rocket.
- Hall of Malevolence increases the damage dealt with each enemy killed, counteracting the damage penalty of Hall of Mirrors. This gets further enhanced with the use of power strength mods which decrease the damage penalty as well.
Chaos can be an effective way to force enemies to group up, making for easy kills.
Rhino can take advantage of all four of his abilities:
- Rhino Charge can be used to escape a clump of enemies before delivering the shot with the Ogris.
- Iron Skin can lessen or nullify the damage of getting caught in the blast radius of the Ogris.
- Rhino can also take advantage of the damage increase of Roar, but also increases the danger of self-harm.
- Rhino Stomp simultaneously damages and stops the enemies in their tracks, similarly to Bastille, giving Rhino clear shots at the most susceptible areas.
Saryn's Molt gathers enemies together, similar to Loki's Decoy, allowing her time to reach safe(r) and more favorable areas for her to then shoot at distracted targets.
- Abating Link can further increase the amount of damage linked enemies can receive.
Rip Line gives Valkyr unparalleled mobility with low energy cost, allowing her to get anywhere very quickly, or to momentarily gain a height advantage and fire from overhead, similar to Super Jump. It can also serve as a means of escape if enemies get too close.
The use of Vauban's abilities does not interfere with the charging, firing, and reloading of the Ogris; this allows the Vauban to quickly alternate between using abilities and using the Ogris. This flexibility arguably makes Vauban one of the better warframes with which to use the Ogris.
Additionally some of his abilities sync well with the Ogris. Some of the possible combos are, but not limited to, the following:
- Charging the Ogris while Bouncing yourself and firing from overhead can clear out a wave in the event where standing on the ground would not do so effectively.
- Bastille suspends enemies, thus making them easy targets for the Ogris. This tactic is very effective against the Infested, and is very useful when Bastille is used at narrow chokepoints.
- Vortex gathers all affected enemies into one location, thereby clustering them. Shooting the Ogris at or near this cluster is an effective method, damaging, if not killing, many enemies at once. Be careful when using this method as Vortex has a high energy cost.
Much like Rip Line and Super Jump before it, Tail Wind gives Zephyr a lot of mobility, allowing her to reach a good vantage point to open fire safely. Other strategies include;
- Using Tail Wind once while on the ground to gain a height advantage to shoot enemies directly below her. However, do keep in mind the blast radius.
- Jumping then using Tail Wind straight up creates more distance from the ground and eliminates the danger of self-damage.
- Due to Zephyr's reduced falling speed, she can hang in the air for an extended period of time to line up shots and/or "float" away from the enemy and fire the Ogris before landing.
- The Ogris received a visual remodel in Update 16, giving it a bulbous appearance in line with other Grineer weapons. Its new appearance shares several visible parts with the Torid, implying that the Torid is the Ogris with added Infested parts.
- The Ogris' magazine is a drum that is loaded on top of the weapon. This drum spins when the Ogris is fired.
- Bombard, the Grineer heavy unit that uses the modified AT Ogris.
- Kela De Thaym, the Grineer boss that uses the Ogris.
- Angstrum, a pistol that also fires rockets.
- Torid, the Infested hybrid version.
|Energy||Dual Cestra • Medium Team Energy Restore • Medium Team Shield Restore • Serro • Prova • Supra • Quanta • Dera • Amprex • Spectra • Flux Rifle • Lanka • Helios • Glaxion • Opticor|
|Bio||Phage • Torid • Medium Team Heal Restore • Acrid • Dual Ichor • Scoliac • Embolist • Djinn • Mutalist Quanta • Synapse • Paracyst|
|Chem||Jat Kittag • Medium Team Ammo Restore • Ignis • Marelok • Grinlok • Ogris • Buzlok|
|Tenno||Itzal • Banshee • Volt • Zephyr • Fluctus • Velocitus • Dual Raza • Castanas • Silva & Aegis • Akstiletto • Nami Skyla • Nikana • Pyrana • Sybaris • Attica • Venka|
|Components||Detonite Injector • Fieldron • Mutagen Mass|